/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h
struct FMeshApproximationSettings
float
ApproximationAccuracy
Mesh Generation SettingsApproximation Accuracy in Meters, will determine (eg) voxel resolution
bool
bAllowDistanceField
Whether to allow distance field to be computed for this mesh.
EMeshApproximat...
BaseCapping
Optional methods to attempt to close off the bottom of open meshes
bool
bAttemptAutoThickening
If enabled, we will attempt to auto-thicken thin parts or flat sheets
bool
bEmitFullDebugMesh
If true, write the full mesh triangle set (ie flattened, non-instanced) used for mesh generation.
bool
bEnableParallelBaking
If false, texture capture and baking will be done serially after mesh generation, rather than in parallel when possible.
bool
bEnableSimplifyPrePass
If true, a faster mesh simplfication strategy will be used.
bool
bEstimateHardNormals
Mesh Normals and Tangents SettingsIf true, normal angle will be used to estimate hard normals
bool
bFillGaps
If true, topological expand/contract is used to try to fill small gaps between objects.
bool
bGenerateNaniteEnabledMesh
Output Static Mesh SettingsWhether to generate a nanite-enabled mesh
bool
bIgnoreTinyParts
If enabled, tiny parts will be excluded from the mesh merging, which can improve performance
bool
bOccludeFromBottom
If true, then the OcclusionMethod computation is configured to try to consider downward-facing "bottom" geometry as occluded
bool
bPrintDebugMessages
Debug Output SettingsIf true, print out debugging messages
bool
bSupportRayTracing
Whether ray tracing will be supported on this mesh.
bool
bUseRenderLODMeshes
Performance SettingsIf true, LOD0 Render Meshes (or Nanite Fallback meshes) are used instead of Source Mesh data.
float
CaptureFieldOfView
int32
ClampVoxelDimension
Maximum allowable voxel count along main directions.
float
CurvatureAlignment
This parameter controls alignment of the initial patches to creases in the mesh
float
GapDistance
Distance in Meters to expand/contract to fill gaps
float
GeometricDeviation
Allowable Geometric Deviation in Meters when SimplifyMethod incorporates a Geometric Tolerance
EMeshApproximat...
GroundClipping
Configure how the final mesh should be clipped with a ground plane, if desired
float
GroundClippingZHeight
Z-Height for the ground clipping plane, if enabled
float
HardNormalAngle
int
InitialPatchCount
Number of initial patches mesh will be split into before computing island merging
FMaterialProxyS...
MaterialSettings
Material generation settings
float
MaxAngleDeviation
UV islands will not be merged if their average face normals deviate by larger than this amount
float
MergingThreshold
Distortion/Stretching Threshold for island merging - larger values increase the allowable UV stretching
int32
MultiSamplingAA
float
NaniteProxyTrianglePercent
Percentage of triangles to reduce down to for generating a coarse proxy mesh from the Nanite mesh
float
NearPlaneDist
EOccludedGeomet...
OcclusionMethod
Output Mesh Filtering and Simplification SettingsType of hidden geometry removal to apply
EMeshApproximat...
OutputType
Type of output from mesh approximation process
int32
RenderCaptureResolution
If Value is zero, use MaterialSettings resolution, otherwise override the render capture resolution
EMeshApproximat...
SimplifyMethod
Mesh Simplification criteria
float
TargetMinThicknessMultiplier
Multiplier on Approximation Accuracy used for auto-thickening
int32
TargetTriCount
Target triangle count for Mesh Simplification, for SimplifyMethods that use a Count
float
TinyPartSizeMultiplier
Multiplier on Approximation Accuracy used to define tiny-part threshold, using maximum bounding-box dimension
float
TrianglesPerM
Approximate Number of triangles per Square Meter, for SimplifyMethods that use such a constraint
EMeshApproximat...
UVGenerationMethod
Mesh UV Generation Settings
float
WindingThreshold
Winding Threshold controls hole filling at open mesh borders.